- Underground will no longer spawn partisans on foreign territory if underground was on a border province.
- Now when merging units, the best unit is picked not the first in the selection. Best unit depends on how many subunits it has, how much STR, and how good is the leader.
- Now motorized units does get the speed bonus from rubber - yeah!
- org hits no longer happen in CGM mode.
- Queued Techs that become invalid (f.ex lost province with building required) have no longer leadership points spent on them. Those points jumps over to the next entry on the technology list. The tech unpauses when it's available again.
- Combat delay now scales with time of combat. UNIT_ATTACK_DELAY_PERIOD controls period of scaling
- fixed issue with long attack delay from support attack
- fixed an issue where CAGs would still launch and fight despite org level
- Units that can't fight (like empty HQs or none org) no longer counts in stacking penalty.
- LL Convoy sinking affects the overall efficiency with every hit, and slowly regenerates.
- Fixed supplies exploit by (re)creating HQs in encircled areas to magically bring the supplies to the location.
- Upped limit for embargoing to 65 neutrality.
- fixed issue where call to arms incorrectly replaced war leader with the wrong country
- embargo diplo option now cost only 1 points
- officers ratio in CGM is set to the same as in historical start for specific date (+ custom amount defined per country in cgm files. Also scalable by "officers_ratio=1.0" in cgm_settings.txt)
- Fixed problem with calculating total points available in CGM technology stage
- Fixed bug where it was impossible to invade shore if the coastal province has missing port position defined in DB
- Fixed exploit in CGM where it was possible to build HQ but had no points left
- removed min revolt risk from nationalism
- fixed issue where rebels were unable to move because of supply blockage despite them not drawing supply
- day of infamy now boost manpower modifier more

Interface Improvements

- Added indicator for terrain effects on a unit in division designer
- Fixed message spam after CGM is done (for unit placements, deleting, rearrangements, etc).
- Fixed bad slider min/max icon offsets that was confusing the available range in CGM diplomacy.
- Fixed missing tooltip in LL offer/request action icon.
- Strategic warfare overview: Including losses from defeated units that are destroyed when nowhere to retreat.
- Strategic warfare overview: Including damage to land units mounted on air/naval.
- No longer possible to click on "Play" button if currently selected bookmark does not match the currently selected tab
- Now displaying IC value in CGM deployment stage.
- fixed issue with command history in console having trailing invisible characters
- Fixed bug in day/night local status in province override by GUI calls.
- Estimated Day/night at location for land orders view.
- Fixed incorrect intel levels on own provinces at startup
- Now it's possible to add convoys/escorts by CTRL+LMB +10/-10 in convoy edit screen.
- Reopening LL distribution screen now remembers which sliders was locked.
- Unit Speeds are now dislayed with higher precision
- winter effect (fur strat.resource) is positive - green colored
- Added detailed info about what affects the current unit speed
- counter espionage number now properly shows rough amount of spies allocated to counter espionage in a foreign nation
- fixed issue with foreign minister touching tech sliders
- Added unit type name to description in buy production licence request
- Fixed an issue where the call to arms button was hidden from interface and shouldnt be

Database Changes

- Nuke events added!
- moved over some placeholder files to overwrite broken stuff in Hoi3 collection so we get same checksum between versions.
- Moved some 1944 us/jap units out of low infra areas
- Fixed errors in technology levels in country databases.
- AC techs are on a 2 year cycle
- AC gain +0.75 AP/Armour per tech
- AC gains less SA from techs
- Mengkukuo can be created when not at war with China
- WSS have MOT terrain penalties, besides Urban.
- moved some CHI VPs out of interior
- Rebalanced threat from decisions, war and combat
- lowered infra on burma/siam border
- hu_hanin events have a real picture
- TUR has little more MP/LS
- Port and airbase tweaks to TUR
- POL starting neutrality lowered
- GER pre-war decisions add some threat against POL
- JAP will now get strait of taiwan modifier from coast wargoal
- great_patriotic_war decision gives SOV more MP
- should be impossible to give eastern poland to soviets after bitter peace
- reduced neutrality to mexico as well from undeclared war
- removed chinese industry transfer decision
- added case anton decision to take over vichy coast.

Performace and Stability

- Invalid modifier name in scripts no longer crash the game - error are now printed in logs.
- Invalid location id specified in OOB no longer crashes the game, but prints an error in log.
- Strategic warfare overview: Fixed rare CTD happened on refreshing countries that no longer exists (also fixed error in save/reload Strat-War data)
- resolution now goes down to 720
- no longer forced to have > 50hz refresh rate. Might fix some external TV crashes
- optimized savegame loading
- Optimized game startup time
- Fixed game freeze in inf loop when AI was trying to merge fleets with itself by "joinFleet" order.
- Fixed potential multi-threaded deadlock in startup
- fixed crash when tag switching to illegal tag length in console
- fixed issue with unallocated textures used in settings window
- optimized area calculations for invasion evaluations
- Fixed CTD when USA annex GER and all it's allies that are GiE.
- tiny optimization to weather calculation
- Fixed CTD when cancelling unit upgrade construction.
- game no longer crashes when missing 3d model, but instead prints error in system_error.log.
- Found and fixed an important CTD while saving game
- Fixed OOS in tech licence query
- Game can now throttle down speed automatically in multiplayer if someone lags behind a lot

AI Improvements

- Rebalanced japanese invasion AI
- Fixed AI bug having problems with paratroop dropping. (also was sometimes spamming with empty transport planes)
- AI no longer does stupid embargoes
- fixed issue with US attacking neutrals without threat
- Invasion AI now evaluates supply need when invading to figure out troop amounts it can safely use
- AI objectives are now correctly refreshed whenever the priority changes, not only when the objectives list changes.
- AI now cares about huge overstacking, and spreads units on the front if there is some serious lack of resources.
- mengkukuo decision only taken by AI once war ends with china to stopunits getting stuck
- fixed AI response issue with trades of a resource being both imported and exported
- fixed an issue where AI got blocked from trying to break out of a supply-less pocket when invading
- AI will now differentiate between countries who are potentially hostile and ones that could be, but are too busy when garrisoning borders and calculating theatre weights
- fixed issue where AI would use wrong direction threat to assess threat from an owner area
- many tweaks and rebalances to country specific production AIs
- fixed issue when tag-switching left military AI crippled
- invalid war preparations will now be purged
- AI can now remove smaller wars to focus on big attacks instead
- Fixed AI having problems with retrieving exiled units.
- AI now allowed to invade while preparing for war with neighbors assuming opponents are weak.
- AI should now have a higher minimum for home defense units
- AI under player command should now be allowed sealions earlier
- puppets will now prefer exile until their masters are defeated
- JAP now avoids declaring wars if in a pinch
- fixed error where AI would not balance forces correctly on a border at peace depending on who was biggest threat
- Fixed supplies bug where AI doesn't produce necessary amount when receives some supplies from allied country holding their troops on our territory.
- fixed a broken check for war against POL as SOV in late war
- Fixed problem with AI ignoring important fronts and overreacting for small fronts (like rebels spawned from undergrounds)
- fixed issue stopping axis puppets getting called at start of war
- occupied norway should now be considered german home area since they can walk over when it comes to invasions
- Vichy is now on the menu again for US attacks!
- fixed an issue where AI would calculate HQs as regular infantry and overstack invasions
- US now gives more lend lease when it runs out of manpower
- fixed an issue for countries without airports trying to buy planes with production licenses
- fixed issue where AI evaluated beaches differently at the moment of sending the invasion and could switch to a worse one
- UK will now pwn spain in the face if they grab gibraltar and blocks them in
- AI now research prerequisites for motorized troops more diligently
- fixed an issue where it was impossible to invade gibraltar without using manual control because it tried to trace the landing path from the blocked sea zone with the port rather than the one without
- sweden now only gives military access once norway has fallen, not while they are fighting the germans
- fixed issues with reinforce invasions eating all supply
- made allies prefer german mainland invasions if soviet is losing
- JAP now declares war on UK same time as US roughly
- fixed issue with UK AI not properly embargoing JAP
- ai now do not calculate soviet troops as friends just because they have same goal for invasions (we are competing!)
- fixed issue with spy AI incorrectly boosting enemies parties
- only existing countries should now be performing espionage
- AI no longer drops units from the theatre in multiplayer.
- fixed freeze issue when all techs were researched
- AI is now allowed to liberate country even if country is at war

User Modding

- techs can now be flagged to be stealable or not through espionage (all are stealable by default) write stealable=no to turn it off.
- Fixed issue with replace_path in mods
- New any_controlled effect trigger that works like any_owned
- added EMFXActorType setting "block_attachment" to block attachment of rifles etc to select models

------------------------------
- Game mechanics & Balance
------------------------------
- Fixed, so the reserve units does affect the threat (but with reduced impact by RESERVES_PENALTY_SIZE)
- Fixed surrendering factor formula, so it's (CoreStillControlledVPs / OwnedVPs).
- Fixed bug in scenario mode - expeditionary forces from countries that are not enabled for scenario did not regain their organisation.
- When the war is over, the political laws that does not met the current requirements, gets changed (for free) to the optimal one and a message notification appears about that.
- Fixed "Camera zoom to mouse pointer" bug, when interpolating between pacific date line.
- Fixed bug - Revolt next to low infra province that is an enemy, was changing controller back and forth every day.
- Fixed bug - it was impossible to build underground resistance, even if was at war and lost provinces.
- Now undergrounds are removed when the province is (re)captured by the non-hostile country.
- fixed issue with CAGs not dying when at zero strength and being without base
- units without subunits are now properly removed when not reorganizing
- Fixed bug - Mobilised nations at peace, are unmobilised when game is saved and reloaded.
- Gulf of Chihli modifier checks for faction members holding the needed provinces too
- Fate of France nag event should fire only once
- Fixed strategic resources sharing, between countries that are at war.
- SCW start event gives cores to SPA
- First Vienna Award no longer gives POL anything
- War economy and Total economic mobilisation now grant 10%/25% more resources
- Fixed validating current laws that went insane
- Fixed acting capital location, so it goes back to original one, when the peace breaks out.
- Added feature - when TheatreHQ got destroyed, all units under hierarchy gets automatically reassigned to the new optimal TheatreHQ if created.
- subs now twice as hard to detect after convoy attacks
- if a nation with puppets surrender and you have no goal agaisn the puppets they become yours
- if a nation with puppets surrender and you have wargoals against the puppets they stop being puppets and you continue to be at war with them.
- party organization effects from spies now have less effect
- Peace is now possible when war between (faction member country [not a leader]) vs (non faction member country) and there is no war with the faction leader.
- added prepare_for_war decision for small nations to lower their neutrality
- Doubled time and cost of underground bases
- aquire all cores wargoal now properly selectable
- neutrality modifier from unclaimed cores now only trigger vs the country who has your cores
- larger hull size now make disengaging from combat more difficult in naval combat
- sub surprise chance now up 5%
- ships take more strength damage from combat
- rebalanced naval stacking penalties
- Fixed Finland Winter War concessions
- trade now cost less diplomatic influence
- rebalanced hull values & related techs of ships
- transports have bit more hull
- Full Mobilisation and war economy requires a bit lower neutrality for democracies
- German Destiny decision now gives boosts to hard/soft attack
- greenland new continent to handle peace with iceland better (although not in interfaces etc)
- Axis faction goals now have more pacific aims by default
- Added German text for declare limited war
- Added decision for SOV to remove their disorganised officer modifier
- Cannot enact prepare for war if a government in exile
- increased base cap on ports
- threat impact of unit deployment lowered (particularly reserves)
- strategic resources from people not in your faction but within close enough alignment are only shared at war times to stop early buildup exploits.
- SOV restore officer corps decision can also be done if FIN is a puppet
- Fixed bug with autodeployment airplanes to specific theatres.
- Fixed bug about convoys being automaticly created, even when there is no resources produced in specified area but money.
- Disabled possibility to upgrade units in scenario mode.
- Fixed exploit glitch - it was possible to assign another order, when current order cannot be cancelled. (org decrease when rebasing exploit).
- increased polish neutrality at start of game
- Fixed paradrop mission so it doesn't takeoff when not ready yet (org/str too low).
- Fixed incorrect experience of pride of the fleet.
- ally calling cost less influence
- Rodina no longer boosts leader defence
- unlimited national emergency triggers from YUG being beated or ENG having lost VPs
- Germany can enact Destiny even if at war with USA now
- Fixed provinces clipping, when camera is at max zoom out.
- Fixed bug about the convoy that was shipping the resources from non-existing anymore Ethiopia.
- Fin has a new event 'the white death' to help with defense a bit during winter war

------------------------------
- Interface
------------------------------
- Fixed tooltip message in unit view, that every unit got message "not allowed to move" which was not true.
- Fixed general tooltip message, that always said that "the unit is too disorganised to move".
- Now, opening theatre view while there is some theatre selected on the map, it gets selected in the view as default.
- Fixed airplane construction page, so it has a column with "land defence" instead of "sea defence".
- Fixed bug in editbox (entering unit name). Dot '.' was also triggering DEL key, causing malfunction in text input.
- Battlecruizer mesh has been reverted, because it wasn't rendered at all.
- Fixed GUI bug - sliders goes to front over the event window when in technology or production view.
- Corrected typo in "Fleet Concentration"
- Added text for REB_CAG_MISSION_DESC, which is a copy of REBASE_CAG_MISSION_DESC, to fix missing text.
- Fixed continuation_war text
- Fixed GUI bug - mounting multiple units onto the navy transport, causes gui corruption in unit view.
- Fixed subunit speed display precision.
- added possibility to select multiple units by holding SHIFT and pressing SELECT at the "selected units list" panel.
- dissent only displayed with one decimal when large
- in air mapmode selecting units highlights their range indicators and dims others which makes it work much better when there is a lot of air bases
- Fixed black gaps over the invalid lake provinces in scenarios.
- added text for prepare_for_war
- added text for acquire_all_cores
- fixed some german localisation errors
- Fixed bug, when app in window mode, and mouse is outside the window while window not focused, the provinces tooltip was showing info about provinces that are outside of the view frustum.
- Fixed unit speed tooltip, so it shows actual speed per total max speed, only if actual speed is affected by some penalty.
- Fixed message display when prompted for aligning toward faction (showed "-1" instead of "unlimited period" ).
- Fixed bug - when align toward some faction, the temporary modifier appears multiple times on the list
- Fixed the reason for the camera frustum clipping with provinces, when it's at the max zoom out.
- Fixed missing glyph int the "karta" font that caused corrupted country names, in German language.
- Province view, shows 0 infra-bars on provinces that has not enough intel
- Fixed GUI glitch - when switching between the top button pages, the outliner cross "+" was blinking.
- Fixed message formatting for naval battle, so it's more clean now.
- Fixed combat listbox-element that overlapps the CAGs in the single-unit-view panel, if there is more then 3 of them.
- fixed translation of theatres in german
- Fixed deployment window bug - got stuck on target HQ's when deploying last-but-one unit.
- German text added
- Fixed minor GUI glitch, in technology view the magnify glass icon get overlapped by confirm icon when AI-controll and time unpaused.
- peace regions will have a (*) after their name in region mapmode tooltips

------------------------------
- Stability & Performance
------------------------------
- Fixed CTD when playing multiplayer, and pressing on allied country (controlled by another player) in theatre view.
- Fixed CTD, when whole poland filled with undergrounds, and spawning partisans all at once.
- fixed crash when claiming all of a country through area wargoals
- Fixed CTD when doing a full revolt, when all provinces of ocupied country has underground bases.
- Fixed corrupted events when loading savegame in scenario mode.
- Fixed potential CTD according to new unit-multi-selection with SHIFT key feature.
- optimized convoy attack code
- fixed potential crash when aborting invasion plans
- small optimization: trees are now only refreshed in mapmodes containing trees
- fixed crash issue on autosaving when units loaded on planes had not been properly removed
- fixed a random crash issue when US went to war after unlocking undeclared war zones
- Fixed a bug in the Allow Debt score causing the AI to go into a loop
- fixed a rare crash issue when removing a unit without sprite
- fixed syntax problem in unthinkable scenario
- Fixed bug - getting money from nowhere when save and reload.

------------------------------
- AI Improvements
------------------------------
- Sikian ai should no longer align to axis when at war with japan.
- ai wont use party boosting on random countries it isn't hostile to
- German AI should now be happy with the bitter peace and not go for more of soviet land later
- UK/USA will monitor more middle east countries so they do not shift
- SIK will no longer align itself with the axis but instead the allies
- Reworked how the AI stockpiles supplies a bit
- Tibet will never give anyone military access.
- Warlords will no longer give Japan military access.
- Yugoslavia/Greece will start leaning toward the Allies if Italy goes to war with the UK
- CHI, CXB, CSX, SIK, CGX, CHC has had their tech research and production fine tuned
- Production issue fix if special forces was marked as 0 it will now build none
- Soviet AI tech research and production fine tuned for early years to focus on land
- Japan had research and production fine tuned
- Fixed a bug where fort size being built by the AI would be larger than specified in the LUA file
- Fixed a bug in the Diplomacy Chinese AI where it would cause a LUA error
- After Japan gets Siam in the war they will no longer influence anyone
- UK and USA have ASW tech added to prefer list.
- Italy and Germany added ASW tech to ignore list.
- Garrison unit builds will not have Engineers or Rocket Artillery attached to them
- Manchuria has had its research narrowed down and builds just like the warlords
- Made another minor adjustmetns to the Supply slider AI so it wont fluctuate so heavily.
- Adjusted Germanies build ratios a little based on Siegfried line being finished.
- Germany will build a bit more infantry and garrison units.
- AI officer ratio gets to low it will move all the Spy allocations to NCO production
- AI has enough diplomats and NCO ratio to low it will shift them to NCO instead of Research
- AI will cancel military access if relations get to low
- AI will cancel Allow Debt if relations get to low
- Redesigned Military Access hooks (condensed down to one call)
- Yugoslavia should no longer offer Italy military access right at the start of 1936 scenario
- Sweden will be more open minded to give Germany military access if allied with Finland and Norway is involved
- Removed code in the German LUA to Demand Military access that was not doing anything.
- Germany should mobilize a few weeks before invasion of Poland (roughly 3 weeks prior)
- Germany will no longer invade Norway till the fight for France starts
- Rewrote how Germany DOWs countries to perform better
- Germany should invade Yugoslavia and Greece now if not in the Axis and they have a border
- China/Warlords had their land doctrinces prios focused more
- Siam had their research and production focused like the Warlords
- UK will build less land units from 1936 to 1938 if at peace and focus more on air power
- Changed production hooks that are dependent on Core Provinces to always fire
- Underground base moved to the top of the production loop so the AI will build more
- Soviets will build lots of industry early years in the Urals region
- Added a new overide for structures that lets you execute country specific code and the generic code both
- Germany will produce less transports
- Fixed an issue if Germany annexed France (instead of Vichy) it would not DOW Russia
- Denmark will focus on building a fleet more than an army
- Luxemburg should no longer build a large army and use all its mp
- UK will build less land units in the early years and allot more ships and air
- Italy will build more ships
- Soviets will build EVEN MORE industry
- AI will cut down on land units if manpower is running short
- Germany will never build an Underground
- Production AI optimized and done like Tech AI.
- Potential catch to prevent the AI from overbuild over Manpower caps.
- Germany will not DOW Norway if he has less than 5 transports
- Major powers convoy buffer will try and maintain either 20% or 20 whichever is larger
- Germany will be more careful when calling in Hungary, Romania and Bulgaria in as allies.
- Germany will build lots of infantry in the early years then switch to more armor etc..
- USA will DOW Vichy if they are part of the allies
- ai will not do invasions if currently planning attack on neighbor to get a better handle on number of troops
- fixed an issue where invasion size was calculated incorrectly and you couldnt get enough troops
- FIN will now garrison its borders sanely vs SOV and not fear norway
- GER ai now allowed to start planning barbarossa a month earlier
- GER ai wont attempt sealions before feeling secure about the soviet threat
- ai's ready for war checks now have a time limiter on 6 months. if we are not done by then we will consider doing a riskier attack
- fixed issue with YUG giving ITA military access on day one
- tweaked ai evaluation of forts when defending
- some extra hidden gems you will have to find while playing :P

------------------------------
- Database Changes
------------------------------
- Updated to include changes from community map project
- Removed JAP's ships under construction in Southern Conquests
- Tarapoto, Yellowknife, and Great Bear lake have higher infra
- Removed 1579 and 1810 from polish_germany_region
- Changed some Bulgarian ministers
- fixed history file for province 3345
- fixed a region issue in russia where a province belonged to Canada.
- fixed issue with finnish '36 OOB where two one brigade units were combined to stop them being easily overrun in winter war
- Crete event in DF should remove 22nd Guards Brigade correctly
- Changed Maastricht from forest to wood
- Changed Den Haag from marsh to plain
- fixed unit positioning in Middelburg
- combined some very weak french units that were making the maginot defence a bit random
- Bartenstein and Goldap provinces belong to Soviet Union in Unthinkable
- FIN's new provinces enabled for Unthinkable
- Removed FIN_126 region from Unthinkable as it no longer exists
- GER starts with 140% officers in '36

Remove all previous Black ICE folders/ files - this is best done by navigating to TFH/mods and deleting the entire Black ICE folder. Also remove the Black ICE launcher from the main HOI3 directory. Old BICE files will cause conflict issues. Make sure you are able to download POdcat's TFH exe from the paradox tech support forum ( you will need to register TFH expansion on their forum). The mod won't run without the altered exe. Place the installer in the main HOI3 directory and run. It should install a Black ICE folder in TFH/mods. You might also need the 7.03 map cache if you are having issues with building the quads when you start the mod first time. The map cache needs to be unzipped in the user/ documents part of the game files. Look for paradox/hoi3/blackice/gfx/maps and unzip the cache there. Recommended 1920 x 1080 or more screen resolution.

Remove all previous Black ICE folders/ files - this is best done by navigating to TFH/mods and deleting the entire Black ICE folder. Also remove the Black ICE launcher from the main HOI3 directory. Old BICE files will cause conflict issues. Make sure you are able to download POdcat's TFH exe from the paradox tech support forum ( you will need to register TFH expansion on their forum). The mod won't run without the altered exe. Place the installer in the main HOI3 directory and run. It should install a Black ICE folder in TFH/mods. You might also need the 7.03 map cache if you are having issues with building the quads when you start the mod first time. The map cache needs to be unzipped in the user/ documents part of the game files. Look for paradox/hoi3/blackice/gfx/maps and unzip the cache there. Recommended 1920 x 1080 or more screen resolution.

Play as the Ottoman Empire, the Russian Empire, Great Britain and Germany through the events of the first World War. This mod is for a total World War One experience, working so far are the major events including the Balkans War and the death of Franz Ferdinand. Guide your nation through the events of WW1.

The most destructive conflict in human history demands your attention so you can wake the world from its darkest nightmare -- or choose to prolong it. The expansion Hearts of Iron III: Their Finest Hour is released today on all major digital download portals.

- fixed issue with auto peacing out when using default fallback goal
- fixed issue with GiE effect taking temporary control of friends
provinces which could make them surrender
- fixed issue with mixed scripted goals not firing in correct order
- fixed crash in theatre view when theatre lackshq unit (like luxemburg)
- Moved some VPs in FIN around.
- LIT no longet gets Polish land from Molotov–Ribbentrop pact.
- added text for population_crisis
- better check on when SOV can demand eastern Poland
- set some missing Molotov–Ribbentrop flags in SOV's history file
- End of winter war event should fire only once
- Added missing provinces to western france region
- Fixed nuclear effect to be positive (heavy water and uranium tooltip).
- Fixed exploit - it is now impossible to manually cancel rebasing order when the unit is already on it's way.
- fixed possible crash in wargoal listing on diplomacy view
- we surrender message now pauses by default
- fixed issue with much too aggressive starting laws
- GiE will now peace out properly from event spawning war goals
- SCW victory event now has correct text and sets Madrid as capital
- Fixed tutorial - incorrect tabs was highlighted in all tutorials, except basic.
- Fixed tutorial - it was possible to close the tab with keyboard numbers, leaving empty rectangles and arrows.
- Fixed shortcuts in tutorial, so using F1,F2,F3,etc is locked, the same as corresponding buttons.
- add wargoal effect tooltip now always display correct involved countries
- fixed random crash with deleted expeditionary forces in invasions
- province tooltip in political mode also shows terrain type
- coups now replace ruling party also
- coup is much harder vs someone in a faction
- if in faction when suffering a coup you drop out of any faction and
ideology alignment change towards the coup's mastermind.
- threat mission a bit stronger
- Fixed "Undeclared War Region effect" description, so it doesn't require $REGION$ tag which was missing.
- Fixed AI Garrison management bug, causing the units shuffle around between the provinces forever.
- Fixed bug - constructing unit as reserve, save and reload caused that practical ability bonus was applied without "modifier reserve penalty".
- Fixed the deployment view, so the scrollbar value is remembered when deploying multiple units.
- fixed issue where supply would be drawn from capital instead of
acting capital when capital is under enemy control
- End of winter war event should fire only once, I mean it this time
- Choosing to continue the WW adds the annex goal
- add wargoal cooldown reduced to 1 month
- the_continuation war2 has title/desc (same as the_continuation war)
- coups no longer end wars
- Align towards faction modifiers now have text

The first expansion to the critically acclaimed Hearts of Iron III lets you take charge - or delegate - at any level, from division to nation, through a variety of scenarios. Guide your country to glory from 1936 to 1948 - wage war on the battlefields, in the factories, and at the negotiating table, in the grandest of all World War II strategy games ever made.

Features
- War Goals and enforced peace, each member of the faction can demand their own slice and claim it when it is taken
- New Partisan system, build Partisan undergrounds to organize your resistance movements and battle not just the occupier but also other ideologies for control of the country
- Seize strategic resources to fuel your war machine
- New Theatre Interface giving greater strategic information
- Improved Internal politics and a new coup system
- The return of the battle scenario system to offer new mini campaigns
- Requires expansion Semper Fi to play

It’s time to dust off the field marshal's baton and take command of any nation in World War II; the largest conflict in history. The developer diary series includes three video developer diaries that will be released on a monthly basis.

Hearts of Iron III lets you play through the most engaging conflict in world history, World War 2, on all fronts, as any country and through multiple different scenarios. Guide your nation to glory and wage war, conduct diplomacy and build your industry.

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